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Minor annoyance - display unused rest time
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Hiedran  
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 More options Mar 27, 10:41 am
Newsgroups: rec.games.roguelike.angband
From: Hiedran <hiedran.the.fi...@gmail.com>
Date: Thu, 27 Mar 2008 07:41:47 -0700 (PDT)
Local: Thurs, Mar 27 2008 10:41 am
Subject: Minor annoyance - display unused rest time
Is there any way to display the amount of rest time that didn't get
used because of disturb?

For example, I rest 100 turns so I avoid the "Looks like any other
level" message because the closest down stairs are 5 spaces away from
where I entered the level.  While I'm resting, a single orc shaman
comes into LoS.  Now I don't know how long I've rested because I'm
still full and I've got permanent light.

So I rest 100 again, and this time I get notified that I feel the
gauntlets I'm carrying are cursed and I drop them.  Again, used less
than the 100 turns AFAICT.

Rest 100 again, and a green centipede comes in.  Repeat ad nauseum
until nothing disturbs, because each time I might have rested only 5
turns.

Only a minor annoyance.


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pete m  
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 More options Mar 27, 11:40 am
Newsgroups: rec.games.roguelike.angband
From: pete m <pmac...@yahoo.com>
Date: Thu, 27 Mar 2008 08:40:14 -0700 (PDT)
Local: Thurs, Mar 27 2008 11:40 am
Subject: Re: Minor annoyance - display unused rest time
On Mar 27, 7:41 am, Hiedran <hiedran.the.fi...@gmail.com> wrote:

> Is there any way to display the amount of rest time that didn't get
> used because of disturb?

> For example, I rest 100 turns so I avoid the "Looks like any other
> level" message because the closest down stairs are 5 spaces away from
> where I entered the level.  While I'm resting, a single orc shaman
> comes into LoS.  Now I don't know how long I've rested because I'm
> still full and I've got permanent light.

> Rest 100 again, and a green centipede comes in.  Repeat ad nauseum
> until nothing disturbs, because each time I might have rested only 5
> turns.

> Only a minor annoyance.

I think you are missing a point here--those 100 turns are intended to
make stair-scumming annoying.  What you are asking is to make resting
a fixed number of turns easier just to ... make stair scumming easier.

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Kenneth 'Bessarion' Boyd  
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 More options Mar 27, 1:12 pm
Newsgroups: rec.games.roguelike.angband
From: Kenneth 'Bessarion' Boyd <zaim...@zaimoni.com>
Date: Thu, 27 Mar 2008 17:12:29 +0000 (UTC)
Local: Thurs, Mar 27 2008 1:12 pm
Subject: Re: Minor annoyance - display unused rest time
On 2008-03-27 15:41:47, Hiedran <hiedran.the.fi...@gmail.com> wrote:

> Is there any way to display the amount of rest time that didn't get
> used because of disturb?

Indirectly: explicitly note the time-tick count (available from current score
or, in V3.0.9, the main character status panel) before resting, then check again
after resting.

Normal speed turns may be calculated directly from the time-tick count: divide
by 10.

Note that an uninterrupted rest uses one more player turn than the number of
turns rested.  Also note that going up/down stairs uses one player turn,
although this may not be of much use when trying to vivify the largely useless
level feelings.

> For example, I rest 100 turns so I avoid the "Looks like any other
> level" message because the closest down stairs are 5 spaces away from
> where I entered the level.  While I'm resting, a single orc shaman
> comes into LoS.  Now I don't know how long I've rested because I'm
> still full and I've got permanent light.

> So I rest 100 again, and this time I get notified that I feel the
> gauntlets I'm carrying are cursed and I drop them.  Again, used less
> than the 100 turns AFAICT.

> Rest 100 again, and a green centipede comes in.  Repeat ad nauseum
> until nothing disturbs, because each time I might have rested only 5
> turns.

> Only a minor annoyance.

Intentional minor annoyance, yes.

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Matthew Collett  
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 More options Mar 27, 2:01 pm
Newsgroups: rec.games.roguelike.angband
From: Matthew Collett <m.coll...@auckland.ac.nz>
Date: Fri, 28 Mar 2008 07:01:09 +1300
Local: Thurs, Mar 27 2008 2:01 pm
Subject: Re: Minor annoyance - display unused rest time
In article
<59c0c69a-c33b-4d1e-9cbf-0832c7cd6...@h11g2000prf.googlegroups.com>,
 pete m <pmac...@yahoo.com> wrote:

The OP's complaint is that those 100 turns don't just make scumming
annoying, but also interfere with fast diving ("the closest down
stairs").  

What irritates me even more is when I recall to town, do an efficient
unload of loot and restock of consumables, and then recall down to be
greeted by the dreaded "Looks like any other level", just because I
didn't spend enough time _in_the_town_ :(.   IIRC, at least one variant
(O?) has fixed this so that it is the time spent on the previous dungeon
level that counts instead.

Best wishes,
Matthew

--
http://homepages.ihug.co.nz/~m_collett


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Kenneth 'Bessarion' Boyd  
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 More options Mar 27, 2:53 pm
Newsgroups: rec.games.roguelike.angband
From: Kenneth 'Bessarion' Boyd <zaim...@zaimoni.com>
Date: Thu, 27 Mar 2008 18:53:56 +0000 (UTC)
Local: Thurs, Mar 27 2008 2:53 pm
Subject: Re: Minor annoyance - display unused rest time
On 2008-03-27 19:01:09, Matthew Collett <m.coll...@auckland.ac.nz> wrote:

The OP has intentionally decided not to dive as fast as possible, as the level
feeling is actually useful to him.

If I could configure the level feeling to react to items on the floor that are
useful but in depth, and further more react to *my* notion of how useful the
items are, I'd actually consider using the feeling.  Being able to configure
hazardous monsters would also be a bonus, although perhaps that should be
another axis of level feeling.  Thinking about it...the fixed object-based level
feeling should be configurable from the squelch interface.

As it is, both the level feeling and autoscum are next-to-useless in V3.0.9-.


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Hiedran  
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 More options Mar 27, 3:09 pm
Newsgroups: rec.games.roguelike.angband
From: Hiedran <hiedran.the.fi...@gmail.com>
Date: Thu, 27 Mar 2008 12:09:02 -0700 (PDT)
Local: Thurs, Mar 27 2008 3:09 pm
Subject: Re: Minor annoyance - display unused rest time
On Mar 27, 12:01 pm, Matthew Collett <m.coll...@auckland.ac.nz> wrote:

I'm not trying to scum.  Only times I scum are start (but I don't care
about level feeling at that point), 1000' (FA), and 2000' (RPois).
The rest of the time I'm moving through uninteresting levels quickly
(for me).

It's really annoying when I'm resting and a wolfpack is banging down
doors.

I think it would be nice to see -You hear something in the distance.
You rested for 45 turns.- or -You rested for 45 turns before hearing
something in the distance.-


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Hiedran  
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 More options Mar 27, 3:14 pm
Newsgroups: rec.games.roguelike.angband
From: Hiedran <hiedran.the.fi...@gmail.com>
Date: Thu, 27 Mar 2008 12:14:01 -0700 (PDT)
Local: Thurs, Mar 27 2008 3:14 pm
Subject: Re: Minor annoyance - display unused rest time
On Mar 27, 12:53 pm, Kenneth 'Bessarion' Boyd <zaim...@zaimoni.com>
wrote:

I think level feeling shouldn't reflect in-depth items or monsters.
To the character, they're par for the course, so nothing special.  (An
argument could be made about the character loving certain types of
items or despising types of monsters, though.)

I think customizing level feeling isn't vanilla.

Btw, the reason level feelings are important are if there's an
artifact (or ego, sufficiently early) laying on the floor.  Or Godly
Insights at 50', curse that crash!


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Eddie Grove  
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 More options Mar 27, 3:28 pm
Newsgroups: rec.games.roguelike.angband
From: Eddie Grove <eddiegr...@hotmail.com>
Date: 27 Mar 2008 13:28:41 -0600
Local: Thurs, Mar 27 2008 3:28 pm
Subject: Re: Minor annoyance - display unused rest time

Hiedran <hiedran.the.fi...@gmail.com> writes:
> I think it would be nice to see -You hear something in the distance.
> You rested for 45 turns.- or -You rested for 45 turns before hearing
> something in the distance.-

Level feelings are going away in 3.1.0.  Will you care then?
If not, your problem will be solved as a side effect.

Eddie


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Hiedran  
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 More options Mar 27, 4:48 pm
Newsgroups: rec.games.roguelike.angband
From: Hiedran <hiedran.the.fi...@gmail.com>
Date: Thu, 27 Mar 2008 13:48:27 -0700 (PDT)
Local: Thurs, Mar 27 2008 4:48 pm
Subject: Re: Minor annoyance - display unused rest time
On Mar 27, 1:28 pm, Eddie Grove <eddiegr...@hotmail.com> wrote:

> Hiedran <hiedran.the.fi...@gmail.com> writes:
> > I think it would be nice to see -You hear something in the distance.
> > You rested for 45 turns.- or -You rested for 45 turns before hearing
> > something in the distance.-

> Level feelings are going away in 3.1.0.  Will you care then?
> If not, your problem will be solved as a side effect.

> Eddie

Put that way, no I won't care.  But I will care that level feelings
are gone.  Mostly because I don't want to miss an unique on the
floor.  But I'm also sure that I'll adapt, since I care more about
level feeling in early game.

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The Wanderer  
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 More options Mar 27, 5:00 pm
Newsgroups: rec.games.roguelike.angband
From: The Wanderer <inversepara...@comcast.net>
Date: Thu, 27 Mar 2008 17:00:02 -0400
Local: Thurs, Mar 27 2008 5:00 pm
Subject: Re: Minor annoyance - display unused rest time

Oh, really?

A character who is way out of his or her ordinary depth might well be
very interested in an item which is in its depth - *Healing*, or stat
potions, or Acquirement, for instance. Just because they're in-depth
doesn't mean they aren't special, either on account of being rare at any
depth or on account of the character not having obtained enough of them
for said character's own personal tastes.

> I think customizing level feeling isn't vanilla.

As long as it's optional, I don't see why not. Then again, there are
some things being proposed (and some, I seem to recall, actually
implemented) which I don't think fit in Vanilla and which others seem to
like, so I'm not necessarily one to talk.

> Btw, the reason level feelings are important are if there's an
> artifact (or ego, sufficiently early) laying on the floor.  Or Godly
> Insights at 50', curse that crash!

And if that ego item (or artifact, if playing in preserve mode) is in
depth but still enough better than what you have to be valuable? Not
terribly unlikely if you're diving quickly, I'd imagine.

Personally, I tend to use level feelings not so much as a gauge of how
good the loot from a level is likely to be but as a gauge of how
dangerous the level is likely to be. I still explore, sometimes more
thoroughly then I would otherwise, but far more cautiously on a "superb"
level than an "ordinary" one. It wouldn't really fit well in Vanilla,
but the change made by some variants to having level feelings be of
increasing danger instead of increasing "wow!" is one which makes quite
a bit of sense to me.

--
    The Wanderer

    My usual .sig is on vacation while I adjust to my new computer


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The Wanderer  
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 More options Mar 27, 5:01 pm
Newsgroups: rec.games.roguelike.angband
From: The Wanderer <inversepara...@comcast.net>
Date: Thu, 27 Mar 2008 17:01:42 -0400
Local: Thurs, Mar 27 2008 5:01 pm
Subject: Re: Minor annoyance - display unused rest time